cognitive walkthrough

an expert critique of a user interface that involves simulating the use of a system and analyzing possible problems in goal selection, planning, or action execution

anthropomorphism

considering machines (especially computers) as if they have human capabilities or responsibilities

usability

the quality of an interactive computer system with respect to ease of learning, ease of use, and user satisfaction

user interface

the physical representations and procedures that are provided for viewing and interacting with the system functionality.

Gulf of Execution

the psychological distance between the task goals of a user and the actions required to achieve these goals with a computer system

hypothetical stakeholders

imaginary persons with characteristics that are typical of a stakeholder group, developed to serve as actors in analysis and design scenarios

direct manipulation

a user interface style in which system objects are represented visually and can be manipulated in ways analogous to how objects are manipulated in the real world (e.g., pointing, grabbing, dragging)

inheritance

a technique used in object-oriented programming to share attributes and behavior among related classes; superclasses specify common behaviors, and subclasses extend the superclasses with specialized attributes or behaviors

requirements specification

a document listing and describing the features that a system under development is expected to provide

feedback

information generated and communicated by a computer system in response to input from the user; typically it is provided to guide or confirm task-relevant behavior